In between these scenes are memories - memories of your life up to this point. You're in some control of this, walking a few feet or interacting with a couple of items, but you don't do much, and there are scene-jumps forward to speed things up. The opening involves your character picking up a backpack, throwing it in the back of a truck, driving up to the hills and then walking through the forest to a Firewatch tower. It doesn't do much, Firewatch, and maybe therein lies the secret, in the lightness of its touch. That's why I was struck playing Firewatch this weekend (it's now on Game Pass) and by how strong an opening can be, and how seemingly effortlessly it can coax you into caring about the world you're in. Maybe it's not me - maybe it's games that struggle with introductions. And I wonder if some games lose sight of that. Just because I pressed "play" doesn't mean I'm automatically invested in what's going on. I can feel them pushing new things on me, new worlds full of people and history and problems, and I know how much they want me to care. I struggle in the sense that I can feel myself resisting them and refusing to accept them. Sometimes I struggle with new games, with new worlds, and I wonder if it's just me.
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